bevy/examples/2d/sprite_slice.rs

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UI Texture 9 slice (#11600) > Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
2024-02-07 21:07:53 +01:00
//! Showcases sprite 9 slice scaling and tiling features, enabling usage of
//! sprites in multiple resolutions while keeping it in proportion
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resolution: (1350.0, 700.0).into(),
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.run();
}
fn spawn_sprites(
commands: &mut Commands,
texture_handle: Handle<Image>,
mut position: Vec3,
slice_border: f32,
style: TextStyle,
gap: f32,
) {
let cases = [
// Reference sprite
("Original texture", style.clone(), Vec2::splat(100.0), None),
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
// Scaled regular sprite
(
"Stretched texture",
style.clone(),
Vec2::new(100.0, 200.0),
None,
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
),
// Stretched Scaled sliced sprite
(
"Stretched and sliced",
style.clone(),
Vec2::new(100.0, 200.0),
Some(ImageScaleMode::Sliced(TextureSlicer {
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
border: BorderRect::square(slice_border),
center_scale_mode: SliceScaleMode::Stretch,
..default()
})),
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
),
// Scaled sliced sprite
(
"Sliced and Tiled",
style.clone(),
Vec2::new(100.0, 200.0),
Some(ImageScaleMode::Sliced(TextureSlicer {
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
border: BorderRect::square(slice_border),
center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.5 },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
..default()
})),
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
),
// Scaled sliced sprite horizontally
(
"Sliced and Tiled",
style.clone(),
Vec2::new(300.0, 200.0),
Some(ImageScaleMode::Sliced(TextureSlicer {
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
border: BorderRect::square(slice_border),
center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.3 },
..default()
})),
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
),
// Scaled sliced sprite horizontally with max scale
(
"Sliced and Tiled with corner constraint",
style,
Vec2::new(300.0, 200.0),
Some(ImageScaleMode::Sliced(TextureSlicer {
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
border: BorderRect::square(slice_border),
center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.1 },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
max_corner_scale: 0.2,
})),
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
),
];
for (label, text_style, size, scale_mode) in cases {
position.x += 0.5 * size.x;
let mut cmd = commands.spawn(SpriteBundle {
transform: Transform::from_translation(position),
texture: texture_handle.clone(),
sprite: Sprite {
custom_size: Some(size),
..default()
},
..default()
});
if let Some(scale_mode) = scale_mode {
cmd.insert(scale_mode);
}
cmd.with_children(|builder| {
builder.spawn(Text2dBundle {
text: Text::from_section(label, text_style).with_justify(JustifyText::Center),
transform: Transform::from_xyz(0., -0.5 * size.y - 10., 0.0),
text_anchor: bevy::sprite::Anchor::TopCenter,
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
..default()
});
});
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
position.x += 0.5 * size.x + gap;
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
let style = TextStyle {
font: font.clone(),
font_size: 16.0,
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 14:35:12 -05:00
color: Color::WHITE,
Sprite slicing and tiling (#10588) > Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-15 16:40:06 +01:00
};
// Load textures
let handle_1 = asset_server.load("textures/slice_square.png");
let handle_2 = asset_server.load("textures/slice_square_2.png");
spawn_sprites(
&mut commands,
handle_1,
Vec3::new(-600.0, 200.0, 0.0),
200.0,
style.clone(),
50.,
);
spawn_sprites(
&mut commands,
handle_2,
Vec3::new(-600.0, -200.0, 0.0),
80.0,
style,
50.,
);
}